ゲーム ループを作成するには、この優れたチュートリアルに従いました。しかし、次の FPS の表示に関するチュートリアルは少しわかりにくいと思ったので、1 人で行ってみました。私はtrackFps()
自分が作成した方法にかなりの自信を持っています。フレーム間の時間差を計算した後に呼び出され、実行するたびに予測 FPS を測定し、それらの予測 FPS 値を に保存し、ArrayList
1 秒が経過すると、予測 FPS を合計し、追加された値の数で割って平均 FPS を取得します。
デバッガーで実行すると正常に機能しますが、通常どおり実行すると、次の例外が発生します。
FATAL EXCEPTION: Thread-11
java.lang.IndexOutOfBoundsException: Invalid index 26, size is 6
at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:257)
at java.util.ArrayList.get(ArrayList.java:311)
at biz.hireholly.engine.GameLoop.trackFps(GameLoop.java:120)
at biz.hireholly.engine.GameLoop.run(GameLoop.java:73)
それはかなり説明的で、この行で発生しますfps += fpsStore.get(fpsTrackCount-1);
。fpsTrackCount
しかし、 Variable がどのように 26 まで高くなるかはわかりませんArrayList
fpsStore
。
誰かが私のGameLoop
クラス、特にtrackFps()
一番下のメソッドを調べますか? まるごとお届けします。多くのコメントがありますが、それほど多くはなく、一部の人にとっては非常によく知られているはずです.
GameLoop
(trackFps()
下部に FPS の計算方法が含まれています):
package biz.hireholly.engine;
import android.graphics.Canvas;
import android.view.SurfaceHolder;
import java.util.ArrayList;
/**
* The GameLoop is a thread that will ensure updating and drawing is done at set intervals.
* The thread will sleep when it has updated/rendered quicker than needed to reach the desired fps.
* The loop is designed to skip drawing if the update/draw cycle is taking to long, up to a MAX_FRAME_SKIPS.
* The Canvas object is created and managed to some extent in the game loop,
* this is so that we can prevent multiple objects trying to draw to it simultaneously.
* Note that the gameloop has a reference to the gameview and vice versa.
*/
public class GameLoop extends Thread {
private static final String TAG = GameLoop.class.getSimpleName();
//desired frames per second
private final static int MAX_FPS = 30;
//maximum number of drawn frames to be skipped if drawing took too long last cycle
private final static int MAX_FRAME_SKIPS = 5;
//ideal time taken to update & draw
private final static int CYCLE_PERIOD = 1000 / MAX_FPS;
private SurfaceHolder surfaceHolder;
//the gameview actually handles inputs and draws to the surface
private GameView gameview;
private boolean running;
private long beginTime = 0; // time when cycle began
private long timeDifference = 0; // time it took for the cycle to execute
private int sleepTime = 0; // milliseconds to sleep (<0 if drawing behind schedule)
private int framesSkipped = 0; // number of render frames skipped
private double lastFps = 0; //The last FPS tracked, the number displayed onscreen
private int fpsTrackCount = 1; // number we'll divide the fpsSTore by to get average
private ArrayList<Double> fpsStore = new ArrayList<Double>(); //For the previous fps values
private long lastTimeFpsCalculated = System.currentTimeMillis(); //used in trackFps
public GameLoop(SurfaceHolder holder, GameView gameview) {
super();
this.surfaceHolder = holder;
this.gameview = gameview;
}
public void setRunning(boolean running) {
this.running = running;
}
@Override
public void run(){
Canvas c;
while (running) {
c = null;
//try locking canvas, so only we can edit pixels on surface
try{
c = this.surfaceHolder.lockCanvas();
//sync so nothing else can modify while were using it
synchronized (surfaceHolder){
beginTime = System.currentTimeMillis();
framesSkipped = 0; //reset frame skips
this.gameview.update();
this.gameview.draw(c);
//calculate how long cycle took
timeDifference = System.currentTimeMillis() - beginTime;
//good time to trackFps?
trackFps();
//calculate potential sleep time
sleepTime = (int)(CYCLE_PERIOD - timeDifference);
//sleep for remaining cycle
if (sleepTime >0){
try{
Thread.sleep(sleepTime); //saves battery! :)
} catch (InterruptedException e){}
}
//if sleepTime negative then we're running behind
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS){
//update without rendering to catch up
this.gameview.update();
//skip as many frame renders as needed to get back into
//positive sleepTime and continue as normal
sleepTime += CYCLE_PERIOD;
framesSkipped++;
}
}
} finally{
//finally executes regardless of exception,
//so surface is not left in an inconsistent state
if (c != null){
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
/* Calculates the average fps every second */
private void trackFps(){
long currentTime = System.currentTimeMillis();
if(timeDifference != 0){
fpsStore.add((double)(1000 / timeDifference));
}
//If a second has past since last time average was calculated,
// it's time to calculate a new average fps to display
if ((currentTime - 1000) > lastTimeFpsCalculated){
int fps = 0;
int toDivideBy = fpsTrackCount;
while ((fpsStore != null) && (fpsTrackCount > 0 )){
fps += fpsStore.get(fpsTrackCount-1);
fpsTrackCount--;
}
lastFps = fps / toDivideBy;
lastTimeFpsCalculated = System.currentTimeMillis();
fpsTrackCount = 1;
fpsStore.clear();
}
else{
fpsTrackCount++;
}
}
/* So That it can be drawn in the gameview */
public String getFps() {
return String.valueOf(lastFps);
}
}